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Ice Climbers (PM): Difference between revisions

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{stub}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Ice Climbers
|name = Ice Climbers
|image       = [[Image:Ice Climbers SSBB.jpg|250px]]
|image = {{tabber|title1=Ice Climbers (PM)|content1=[[File:Ice Climbers SSBB.jpg|250px]]|title2=Ice Climbers (P+)|content2=[[File:PPlus Ice Climbers.png|250px]]|title3=Polar Bear Costumes|content3=[[File:Polar Bear Climbers PM.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Ice Climbers (SSBM)
|moveset1 = Ice Climbers (SSBM)
|moveset2     = Ice Climbers (SSBB)
|moveset2 = Ice Climbers (SSBB)
|altcostume   = Polar Bear Climbers
|altcostume = Polar Bear Climbers, Tundra Climbers (''[[Project+]]'')
|tier        = Lower-Mid
|ranking      = 35
}}
}}
[[Image:Polar_Bear_Climbers_PM.png|thumb|right|Popo and Nana's Polar Bear Costumes in Project M 3.5]]
The '''Ice Climbers''' are a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''.  
The '''Ice Climbers''' are a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. They have been modified to focus more on [[desynching]] and standard combat rather than on their [[grab]] infinites from ''Brawl'' and ''Melee''. They have both been made slightly more competent at fighting on their own, without the aid of their partner.
<!--tier position paragraph-->
==Overview==
The Parka Twins return to the fray with a dizzying array of coordinated grabs and tricks to pummel the competition into submission. The Ice Climbers are a vaunted competitive threat from both Melee and Brawl, and much care has been put into staying true to their roots as the most devastating grapplers in smash. Always better together, these Climbers are ready to put the rest of the cast on ice!


==Desynchronization==
The Ice Climbers rank 16th out of 41 on the [[Project M#Tier list|official]] [[tier list]], placed toward the bottom of the A- tier and a distant drop from their placements in ''Melee'' and ''Brawl'', where their positions were 7th out of 26 and 2nd out of 38, respectively. Their placement on the tier list is largely due to their volatile matchup spread, as Project M's expanded cast has provided them with more troublesome matchups than ''Melee'' or ''Brawl'' despite the Ice Climbers' expanded neutral and punish options. In the ''Project+'' {{h2|Project+|tier list}}, they are ranked 13th in the A tier, a slight improvement over their standing in ''Project M''.
Classic desynchs return with a vengeance. Desynching is the process of acting with each climber individually to cover each other’s weaknesses or overwhelm the competition. In Project M, the Climbers are capable of performing important desynch techniques from both Melee and Brawl. Spotdodge, roll, and grab desynchs return alongside Brawl pivot, dash dance desynchs and more! There are more options than ever to unleash a de-synchronized assault.


==Tag-Teamwork==
==Attributes==
One of the defining strengths of the Ice Climbers has always been what happens when they land a grab. While Melee had the Wobbling infinite, Brawl had hand-off chain-grabs from anywhere on the stage. In the interest of balance, both of these have been removed. Despite that, the Ice Climbers retain the most damaging grab game around - with many classic melee chain-grabs making a return. It might not be a stock per grab, but the Climbers aren’t letting anyone off lightly.
Ice Climbers is a duo consisting of the characters Popo and Nana. The player, in half of the retained ''Brawl'' costumes plus the alternate costume, controls Popo, and Nana will copy the player's movements under normal circumstances, and vice versa for the retained other half of the costumes. In Project M, the Ice Climbers can no longer perform most of their infamous grab infinites, but are compensated with buffed recovery options and better options in neutral. Ice Climbers are capable of dealing substantial amounts of damage; The partner will copy the player's move and has the same damage output, effectively doubling their damage output while both Climbers are alive if both attacks hit.
 
However, one of the Ice Climbers' biggest strengths is also their biggest weakness. A lot of their attacks are a lot better when both Popo and Nana are present, so if one of them is KO'd, the player's options are limited. A notable example, and their biggest disadvantage Ice Climbers has after the partner is defeated is the poor recovery offstage; [[Belay]] only gives a small fraction of the height the move normally gains, and although [[Squall Hammer]] can travel a fair distance, its hitbox doesn't compensate for [[edgehogging|edgehoggers]].


==Love, Care, and Friendship==
==Changes from ''Melee'' to PM==
The rest of their moveset hasn’t been neglected either. Each attack has been reviewed and improved. Care has also been given to keeping Nana close - the Ice Climbers’ biggest asset and vulnerability. They retain Brawl’s Belay mechanics, allowing them to return safely to the stage together. And Nana isn’t helpless on her own anymore either - without Popo she’s capable of recovering by herself, a first for the duo.
The Ice Climbers have been modified to focus more on [[desynching]] and standard combat rather than on their grab infinites from ''Brawl'' and ''Melee''. This is an overall nerf as wobbling and grab infinites previously contributed to their success at a competitive scene. Nevertheless, their arsenal of grab combos and mixups have been greatly expanded, and the Ice Climbers still benefit greatly from chaingrabbing, as seen [http://www.gfycat.com/PlainParchedAcouchi here]. To compensate, however, they have both been made slightly more competent at fighting on their own, without the aid of their partner.  


==Attributes==
===Attributes===
<!--attributes paragraph-->
*{{buff|''Brawl'''s [[desynching]] methods are retained, albeit nerfed from their original functionality. This greatly improves their approach options and their offensive game.}}
===Changes from ''Melee'' to PM===
**{{change|They also retain most of their ''Melee'' desynch methods, including sidestep and roll desynchs.}}
*{{buff|Retain a nerfed version of Brawl's [[desynching]].}}
**{{change|In addition, they possess several new desyncs unique to PM for a more diverse kit.}}
*{{buff|Up tilt links better and hits faster.}}
*{{buff|Both Climbers' can occupy the same ledge, a trait carried over from ''Brawl''.}}
*{{buff|The AI-controlled partner is much more efficient at recovering when alone, allowing them to live longer horizontally.}}
*{{buff|The AI-controlled partner is much more efficient at recovering when alone, allowing them to live longer horizontally.}}
*{{buff|Retain the mechanic from ''Brawl'' where both Climbers can grab the ledge at once.}}
**{{buff|The AI-controlled partner will also now always perform an up throw while in the middle of the stage and throw away from the stage when near edges, allowing for consistent follow-ups when the partner lands a grab.}}
*{{buff|[[Blizzard]] deals slightly more damage.}}
*{{buff|Most hammer attacks have had their hitboxes resized and/or moved to reach the end of their hammers.}}
*{{nerf|Can no longer [[wobble]], nor use ''Brawl'' chaingrabs.}}
*{{nerf|They can no longer [[wobble]].}}
*{{nerf|[[Freeze glitch]] has been removed.}}
*{{nerf|The Climbers' chaingrabs from ''Brawl'' have been reduced to a 1-frame window, despite the intention for them to be completely removed.}}
*{{nerf|Ice-based attacks no longer [[Frozen|freeze]] opponents.}}
*{{bugfix|The [[freeze glitch]] is no longer possible.}}
*{{change|By holding a shield button at the start of a match, one can play as a [[Sopo|solo Ice Climber]].}}
*{{change|By holding a shield button at the start of a match, one can play as a [[Sopo|solo Ice Climber]].}}


===Ground Attacks===
*{{buff|Up tilt links better and hits faster.}}
*{{buff|Forward smash and up smash are more effective as anti-air moves because of the fixed hitbox interpolation on the hammers.}}
===Aerial Attacks===
*{{buff|The meteor on both Climbers' forward aerials has been converted into a deadly spike with a weak hitbox and a strong hitbox.}}
===Special Moves===
*{{buff|[[Blizzard]] deals slightly more damage and uses its larger Brawl size.}}
*{{buff|[[Belay]] allows both Climbers to snap to ledge, and has increased knockback and damage.}}
==Changes from PM to P+==
==Revisions==
==Revisions==
===3.0===
===v3.0===
*{{change|All throws (up, down, forward, and back) release points adjusted to be closer to Melee.}}
*{{change|All throws' release points adjusted to be closer to Melee.}}
*{{nerf|Forward throw hitlag increased.}}
*{{nerf|Forward throw hitlag increased.}}
*{{nerf|Up throw hitlag increased.}}
*{{nerf|Up throw hitlag increased.}}


===3.5===
===v3.5===
*{{buff|Shield size increased from 7.5 to 8.5.}}
*{{buff|Down smash deals more damage.}}
**{{nerf|It can no longer trip opponents.}}
*{{nerf|[[Ice Shot]] has shorter duration.}}
*{{buff|[[Belay]] deals more knockback.}}
*{{change|The AI-controlled partner now spot dodges on the same frame the player does.}}
 
===v3.6===
====Beta====
{{bugfix|A glitch involving their walk momentum has been corrected.}}


*{{buff|Shield size increased from 7.5 to 8.5.}}
====Full====
*{{change|Nana now spot dodges on the same frame Popo does.}}
{{bugfix|The AI-controlled partner now attempts to use [[Belay]] for recovery.}}


==Moveset==
==Moveset==
Up to date as of version 3.0.
Up to date as of version 3.6.
 
''Note: The damage is based off one Ice Climber, due to both of them having the same damage output.''


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2 | !!Name!!Damage!!Description
|-
|-
!Neutral attack
! colspan=2 rowspan=2 | Neutral attack
| Pound, Upswing || 2%, 4%|| Each Climber does a swing to the side, and then a swing upwards.
| rowspan=2 | || 2% || rowspan=2 | Each Ice Climber does a horizontal swipe with their hammers followed by an upward swing.
|-
|-
!Forward tilt
|4%
| Hammer Swing || 8%|| Each Climber does a side swing with long reach.
|-
|-
!Up tilt
! colspan=2 | Forward tilt
| Hammer Spin || 1% Each Spin|| Each Climber spins their hammer around numerous times. A good finisher when both Ice Climbers are present.
| || 8% || Each Ice Climber does a side swing with their hammer, covering a long reach. This move can also be aimed up or down.
|-
|-
!Down tilt
! colspan=2 | Up tilt
| Stoop Hammer || 5%|| Each Climber sweeps the front of them  with their hammer.
| || 1% (hits 1-7), 3% (hit 8) || Each Ice Climber spins their hammer above their heads numerous times, dealing multiple hits. A good finisher when both Ice Climbers are present.
|-
|-
!Dash attack
! colspan=2 | Down tilt
| Scoop || 9%|| Each Climber sweeps upwards with their hammer, hitting their opponents upward.
| || 5% || Each Ice Climber swings their hammers low across the ground.
|-
|-
!Forward smash
! colspan=2 | Dash attack
| Hammer Smash || {{ChargedSmashDmgSSBM|14}}|| Each Climber does a powerful head swing to the ground. Good finisher.
| || 9% || Each Ice Climber sweeps upwards with their hammer while coming to a stop, launching the opponents upwards.
|-
|-
!Up smash
! colspan=2 | Forward smash
| Icicle Crasher || {{ChargedSmashDmgSSBM|11}}|| Each Climber does an overhead swing with their hammer.
| || {{ChargedSmashDmgSSBM|14}} (hammer), {{ChargedSmashDmgSSBM|10}} (arm) || Each Ice Climber lifts their hammers over their heads, then smashes them straight down. A good finisher when both Ice Climbers are present.
|-
|-
!Down smash
! colspan=2 | Up smash
| Hammer Sweep || {{ChargedSmashDmgSSBM|12}}|| Each Climber fully sweeps the ground around them with their hammer.
| || {{ChargedSmashDmgSSBM|11}} || Each Ice Climber does an overhead swing with their hammers.
|-
|-
!Neutral aerial
! colspan=2 | Down smash
| Icy Whirlwind || 8%|| Each Climber spins around their hammer, hitting anyone near.
| || {{ChargedSmashDmgSSBM|12}} || Each Ice Climber fully sweeps the ground around them with their hammers.
|-
|-
!Forward aerial
! colspan=2 | Neutral aerial
| Ice Breaker || 11%|| Each Climber warms up a swing, and then meteor smash their opponents. An excellent finisher, especially with both Climbers present.
| || 8% || Each Ice Climber spins around their hammer, hitting anyone near.
|-
|-
!Back aerial
! colspan=2 | Forward aerial
| Reverse Swing || 12%|| Each Climber does a hammer backswing.
| || 13% (hammer), 11% (handle), 12% (body) || Each Ice Climber holds their hammers up, then bring them down in a similar fashion to their forward smash. Spikes opponents who comes in contact with the handle, but is often hard to maneuver when both Ice Climbers are present. Overall an excellent finisher, especially with both Ice Climbers present. Often used as a finisher out of forward-throw near the ledge.
|-
|-
!Up aerial
! colspan=2 | Back aerial
| Hammer Reach || 9%|| Each Climber thrusts their hammer upwards.
| || 12% (hammer), 11% (handle) || Each Ice Climber performs a backwards swing with their hammers.
|-
|-
!Down aerial
! colspan=2 | Up aerial
| Hammer Ride || 9%|| Each Climber hops onto their hammer and descend downwards to hit their opponent.
| || 9% (clean), 7% (late) || Each Ice Climber thrusts their hammer upwards. Acts similarly to their up tilt, but with only one hitbox per Ice Climber.
|-
! colspan=2 | Down aerial
| || 9% || Each Ice Climber holds their hammers below themselves and fall downwards. The attack overall lasts for a long duration and has some landing lag (though [[L-cancelling]] helps).
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
! colspan=2 | Grab
| ||Grab|| Grabs the opponent.
| || &mdash; || One Ice Climber grabs the opponent.
|-
|-
!Pummel
! colspan=2 | Pummel
| Cold Headbutt || 2%|| The grabbing Climber hits the opponent with a headbutt. The other Climber uses their Neutral A attack, which helps add damage.
| || 2% || The grabbing Ice Climber hits the opponent with a headbutt, whereas the player has some control over the partner while pummeling.
|-
|-
!Forward throw
! colspan=2 | Forward throw
| Hockey Slapshot || 11%|| The grabbing Climber side swings their opponent with great force.
| || 6% (hit 1), 5% (throw) || The grabbing Ice Climber hits the opponent forward with a hammer swing.
|-
|-
!Back throw
! colspan=2 | Back throw
| Snow Mt. Throw || 7%|| The opponent is thrown backwards, while the other Climber faces backwards.
| || 7% || The grabbing Ice Climber flings the opponent behind with one hand.
|-
|-
!Up throw
! colspan=2 | Up throw
| Icicle Toss || 11%|| The grabbing Climber throws their opponent upwards, hitting them with an overhead swing. The other climber attempts their Up-Tilt.
| || 6% (hit 1), 5% (throw) || The grabbing Ice Climber throws their opponent upwards, hitting them with an overhead hammer swing.
|-
|-
!Down throw
! colspan=2 | Down throw
| Avalanche Crusher || 6%|| The opponent is hurled into the ground. The other Climber can then begin a Blizzard Combo.
| || 6% || The grabbing Ice Climber spins once then throws the opponent onto the ground.
|-
|-
!Floor attack (front)
! colspan=2 | Floor attack (front)
| Spinning Hammer|| 6%|| The Climbers spin their hammer around the ground in front of them.
| || 6% || Each Ice Climber gets up and spins their hammers.
|-
|-
!Floor attack (back)
! colspan=2 | Floor attack (back)
| Ice Crack|| 6%|| The Climbers hit the ground around them with their hammers.
| || 6% || Each Ice Climber gets up and swipes their hammers on both sides.
|-
|-
!Floor attack (trip)
! colspan=2 | Floor attack (trip)
| Clean Sweep|| 5%|| The Climbers spin around, sweeping with their hammers.
| || 5% || Each Ice Climber gets up and spins around, hitting with their hammers.
|-
|-
!Edge attack (fast)
! colspan=2 | Edge attack (fast)
| Hammer Stomp|| 8%|| The Climbers stomp the ground forcefully with their hammers.
| || 8% (hammer), 6% (body) || Each Ice Climber quickly climbs up and slams their hammers on the ground.
|-
|-
!Edge attack (slow)
! colspan=2 | Edge attack (slow)
| Slow Swipe|| 10%|| The Climbers swipes at the ground with their hammers.
| || 10% (hammer), 8% (body) || Each Ice Climber slowly climbs up and swipes their hammer forward.
|-
|-
!Neutral special
! colspan=2 | Neutral special
| [[Ice Shot]] || 4% - 2%|| An icicle comes from a small portal, then hit by the Ice Climber. The icicle melts and loses power over time. The icicle can travel farther than Final Destination.
| [[Ice Shot]] || 9% (hammer), 1-5% (ice) || Each Ice Climber fires a block of ice that travel along the ground, bouncing off walls. The icicle melts and loses power over time. The Ice Climbers will gain a slight boost upwards when used in midair. The icicle can also fly through the air, making it a useful tool to gimp opponents and force high recoveries.  
|-
|-
!Side special
! colspan=2 | Side special
| [[Squall Hammer]] || 2% Each Hit, for a total of 16% per climber.|| The climbers spin around, hitting opponents with their hammers. It can help regain some horizontal movement in the air, but causes helplessness afterwards.
| [[Squall Hammer]] || 2% (loop hits) || Both Ice Climbers spin around together while moving along the ground with their hammers extended. This move can also be used as a recovery move by mashing the B button, which can cover more horizontal and vertical distance, but gains more distance when both Ice Climbers are present. Because both Climbers exit this move on the same frame, it is possible to desync the AI-controlled partner when grounded during the move's endlag.
|-
|-
!Up special
! colspan=2 | Up special
| [[Belay]] || 16% If a climber hits someone|| The leading Ice Climber throws the following Climber with a rope. The following Ice Climber then pulls the leader upwards. If there is a nearby edge, the following Climber will target it, leading to a safe recovery for both Climbers. If there is only one Climber, the Climber will get a small hop, then fall into helplessness.
| [[Belay]] || 16% || The leading Ice Climber throws the partner in the air with a rope. The partner then pulls the leader upwards, covering great vertical distance. If there is a nearby edge, the partner will target it, leading to a safe recovery for both Ice Climbers. If there is only one Climber present when performing this move, they will get a small hop, then fall into [[helpless]]ness. Difficult to challenge from above because of invincibility on AI-controlled partner, but susceptible to gimps if the opponent can hit Popo during startup.
|-
|-
!Down special
! colspan=2 | Down special
| [[Blizzard]] || 1% Each Hit, for a total of 18% per climber|| Each Climber blows icy wind , damaging their opponent. No longer freezes the opponent into an ice block.
| [[Blizzard]] || 1-2% || Each Ice Climber blows icy wind from their hands, damaging nearby opponents. When the move is used on the ground, the partner will shoot in the direction opposite of the leader. This move is mostly used as a tool to control space in neutral and stuff approaches.
|-
|-
!Final Smash
! colspan=2 | Final Smash
| [[Iceberg]] || 2% Each Hit, 1% when frozen|| The Ice Climbers summon a huge Iceberg into the middle of the field. Touching the iceberg results in freeze damage, and possibly becoming frozen. Being frozen when pushed off the edge can lead to a fatal death, as the frozen player falls with full speed. Lasts for about 11 seconds.
| [[Iceberg]] || 2% (loop hits), 5% (frozen) || The Ice Climbers summon a huge iceberg into the middle of the stage. The iceberg can damage and [[Frozen|freeze]] any opponents who makes contact with it. This Final Smash lasts for about 11 seconds.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
*{{Sm|ChuDat|USA}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Fumbles|USA}}
 
*{{Sm|Hylian|USA}}
''Any number following the Smasher name indicates placement on the [[PMRank 2019]], which recognizes the official top 50 players in the world in [[Project M]] during 2019.''
*{{Sm|Wobbles|USA}}
 
*{{Sm|Dembo|USA}}  
''See also: [[:Category:Ice Climbers players (PM)]]''
-Discovered and popularized the [http://www.gfycat.com/PlainParchedAcouchi footstool chaingrab.]
*{{Sm|Dank?|USA}} - Ranked 1st on the Colorado ''Project M'' Power Rankings.
*{{Sm|MOM!?|USA}}
*{{Sm|Phresh|USA}} - The second best Ice Climbers main in the world. Won {{Trn|Lake George Snowdown}} over {{Sm|dvd}}.
*{{Sm|Serb|USA}} - Ranked #40 on [[PMRank 2022]] and currently ranked 7th in Massachusetts, he is one of the best active Ice Climbers players.
*{{Sm|techboy|USA}} - The best Ice Climbers main in the world. Ranked #2 on [[PMRank 2022]] and ranked 1st on the Michigan ''Project M'' Power Rankings.


==Alternate costumes==
==Alternate costumes==
The Ice Climbers received a costume based on the Polar Bear.
===Project M===
[[Image:Ice Climbers Palette (PM).png|frame|center|Ice Climbers' alternate costumes in PM]]
The Ice Climbers received a costume based on the Polar Bear, an enemy from their origin game, ''{{b|Ice Climber|game}}''.  
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Ice Climbers Palette (PM).png|frame|center|Ice Climbers' alternate costumes in PM.]]
|-
|[[File:IceClimbersHeadSSBB.png]]
|[[File:IceClimbersHeadRedSSBB.png]]
|[[File:IceClimbersHeadBlueSSBB.png]]
|[[File:IceClimbersHeadBlackSSBB.png]]
|[[File:IceClimbersHeadGreenSSBB.png]]
|[[File:IceClimbersHeadWhiteSSBB.png]]
|[[File:IceClimbersHeadPolarBearPM.png]]
|}
 
===Project+===
''[[Project+]]'' gives the Ice Climber team colors for their Polar Bear costume. Ice Climbers also receive a costume based on typical Russian snow clothing, which was named the Tundra Climbers costume.
 
[[File:Ice Climbers Palette (P+).png|960px|thumb|center|Ice Climbers' alternate costumes in P+]]
 
'''Secret costumes:'''
 
[[File:ICs Z P+.png|160px]] [[File:ICs R_P+.png|160px]]
 
'''Z-Secret Costume:''' Plaid Patterned Ice Climbers
 
'''R-Secret Costume:''' Realistic Equipment Ice Climbers
 
==Trivia==
*The Tundra Climbers costume was originally called "Soviet Climbers". Its original design featured both characters wearing a red star on their hat, along with a metal hammer for Popo and a metal sickle for Nana to resemble the Soviet flag. Prior to its inclusion in ''Project+'', it's name and design were reworked by the development team, eliminating any political connotations with the outfit and giving them wooden hammers to better fit in with the Ice Climber's moveset.


==External links==
==External links==
*[http://projectmgame.com/en/characters/ice-climbers Project M character page]
*[https://pmunofficial.com/en/characters/ice-climbers/ Ice Climbers's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/bj8alh/labbing_discord_results_ice_climbers/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Ice Climbers]]
[[Category:Ice Climbers]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 06:54, November 18, 2024

Ice Climbers
in Project M and Project+
Ice Climbers SSBB.jpg
PPlus Ice Climbers.png
Polar Bear Climbers PM.png

IceClimberSymbol.svg
Universe Ice Climber
Base game appearance Brawl
Moveset inspiration Ice Climbers (SSBM), Ice Climbers (SSBB)
Alternate costume Polar Bear Climbers, Tundra Climbers (Project+)
Ice Climbers (SSBB)

The Ice Climbers are a playable character in the Brawl mod Project M.

The Ice Climbers rank 16th out of 41 on the official tier list, placed toward the bottom of the A- tier and a distant drop from their placements in Melee and Brawl, where their positions were 7th out of 26 and 2nd out of 38, respectively. Their placement on the tier list is largely due to their volatile matchup spread, as Project M's expanded cast has provided them with more troublesome matchups than Melee or Brawl despite the Ice Climbers' expanded neutral and punish options. In the Project+ tier list, they are ranked 13th in the A tier, a slight improvement over their standing in Project M.

Attributes[edit]

Ice Climbers is a duo consisting of the characters Popo and Nana. The player, in half of the retained Brawl costumes plus the alternate costume, controls Popo, and Nana will copy the player's movements under normal circumstances, and vice versa for the retained other half of the costumes. In Project M, the Ice Climbers can no longer perform most of their infamous grab infinites, but are compensated with buffed recovery options and better options in neutral. Ice Climbers are capable of dealing substantial amounts of damage; The partner will copy the player's move and has the same damage output, effectively doubling their damage output while both Climbers are alive if both attacks hit.

However, one of the Ice Climbers' biggest strengths is also their biggest weakness. A lot of their attacks are a lot better when both Popo and Nana are present, so if one of them is KO'd, the player's options are limited. A notable example, and their biggest disadvantage Ice Climbers has after the partner is defeated is the poor recovery offstage; Belay only gives a small fraction of the height the move normally gains, and although Squall Hammer can travel a fair distance, its hitbox doesn't compensate for edgehoggers.

Changes from Melee to PM[edit]

The Ice Climbers have been modified to focus more on desynching and standard combat rather than on their grab infinites from Brawl and Melee. This is an overall nerf as wobbling and grab infinites previously contributed to their success at a competitive scene. Nevertheless, their arsenal of grab combos and mixups have been greatly expanded, and the Ice Climbers still benefit greatly from chaingrabbing, as seen here. To compensate, however, they have both been made slightly more competent at fighting on their own, without the aid of their partner.

Attributes[edit]

  • Buff Brawl's desynching methods are retained, albeit nerfed from their original functionality. This greatly improves their approach options and their offensive game.
    • Change They also retain most of their Melee desynch methods, including sidestep and roll desynchs.
    • Change In addition, they possess several new desyncs unique to PM for a more diverse kit.
  • Buff Both Climbers' can occupy the same ledge, a trait carried over from Brawl.
  • Buff The AI-controlled partner is much more efficient at recovering when alone, allowing them to live longer horizontally.
    • Buff The AI-controlled partner will also now always perform an up throw while in the middle of the stage and throw away from the stage when near edges, allowing for consistent follow-ups when the partner lands a grab.
  • Buff Most hammer attacks have had their hitboxes resized and/or moved to reach the end of their hammers.
  • Nerf They can no longer wobble.
  • Nerf The Climbers' chaingrabs from Brawl have been reduced to a 1-frame window, despite the intention for them to be completely removed.
  • Bug fix The freeze glitch is no longer possible.
  • Change By holding a shield button at the start of a match, one can play as a solo Ice Climber.

Ground Attacks[edit]

  • Buff Up tilt links better and hits faster.
  • Buff Forward smash and up smash are more effective as anti-air moves because of the fixed hitbox interpolation on the hammers.

Aerial Attacks[edit]

  • Buff The meteor on both Climbers' forward aerials has been converted into a deadly spike with a weak hitbox and a strong hitbox.

Special Moves[edit]

  • Buff Blizzard deals slightly more damage and uses its larger Brawl size.
  • Buff Belay allows both Climbers to snap to ledge, and has increased knockback and damage.

Changes from PM to P+[edit]

Revisions[edit]

v3.0[edit]

  • Change All throws' release points adjusted to be closer to Melee.
  • Nerf Forward throw hitlag increased.
  • Nerf Up throw hitlag increased.

v3.5[edit]

  • Buff Shield size increased from 7.5 to 8.5.
  • Buff Down smash deals more damage.
    • Nerf It can no longer trip opponents.
  • Nerf Ice Shot has shorter duration.
  • Buff Belay deals more knockback.
  • Change The AI-controlled partner now spot dodges on the same frame the player does.

v3.6[edit]

Beta[edit]

Bug fix A glitch involving their walk momentum has been corrected.

Full[edit]

Bug fix The AI-controlled partner now attempts to use Belay for recovery.

Moveset[edit]

Up to date as of version 3.6.

Note: The damage is based off one Ice Climber, due to both of them having the same damage output.

Name Damage Description
Neutral attack 2% Each Ice Climber does a horizontal swipe with their hammers followed by an upward swing.
4%
Forward tilt 8% Each Ice Climber does a side swing with their hammer, covering a long reach. This move can also be aimed up or down.
Up tilt 1% (hits 1-7), 3% (hit 8) Each Ice Climber spins their hammer above their heads numerous times, dealing multiple hits. A good finisher when both Ice Climbers are present.
Down tilt 5% Each Ice Climber swings their hammers low across the ground.
Dash attack 9% Each Ice Climber sweeps upwards with their hammer while coming to a stop, launching the opponents upwards.
Forward smash 14% (hammer), 10% (arm) Each Ice Climber lifts their hammers over their heads, then smashes them straight down. A good finisher when both Ice Climbers are present.
Up smash 11% Each Ice Climber does an overhead swing with their hammers.
Down smash 12% Each Ice Climber fully sweeps the ground around them with their hammers.
Neutral aerial 8% Each Ice Climber spins around their hammer, hitting anyone near.
Forward aerial 13% (hammer), 11% (handle), 12% (body) Each Ice Climber holds their hammers up, then bring them down in a similar fashion to their forward smash. Spikes opponents who comes in contact with the handle, but is often hard to maneuver when both Ice Climbers are present. Overall an excellent finisher, especially with both Ice Climbers present. Often used as a finisher out of forward-throw near the ledge.
Back aerial 12% (hammer), 11% (handle) Each Ice Climber performs a backwards swing with their hammers.
Up aerial 9% (clean), 7% (late) Each Ice Climber thrusts their hammer upwards. Acts similarly to their up tilt, but with only one hitbox per Ice Climber.
Down aerial 9% Each Ice Climber holds their hammers below themselves and fall downwards. The attack overall lasts for a long duration and has some landing lag (though L-cancelling helps).
Grab One Ice Climber grabs the opponent.
Pummel 2% The grabbing Ice Climber hits the opponent with a headbutt, whereas the player has some control over the partner while pummeling.
Forward throw 6% (hit 1), 5% (throw) The grabbing Ice Climber hits the opponent forward with a hammer swing.
Back throw 7% The grabbing Ice Climber flings the opponent behind with one hand.
Up throw 6% (hit 1), 5% (throw) The grabbing Ice Climber throws their opponent upwards, hitting them with an overhead hammer swing.
Down throw 6% The grabbing Ice Climber spins once then throws the opponent onto the ground.
Floor attack (front) 6% Each Ice Climber gets up and spins their hammers.
Floor attack (back) 6% Each Ice Climber gets up and swipes their hammers on both sides.
Floor attack (trip) 5% Each Ice Climber gets up and spins around, hitting with their hammers.
Edge attack (fast) 8% (hammer), 6% (body) Each Ice Climber quickly climbs up and slams their hammers on the ground.
Edge attack (slow) 10% (hammer), 8% (body) Each Ice Climber slowly climbs up and swipes their hammer forward.
Neutral special Ice Shot 9% (hammer), 1-5% (ice) Each Ice Climber fires a block of ice that travel along the ground, bouncing off walls. The icicle melts and loses power over time. The Ice Climbers will gain a slight boost upwards when used in midair. The icicle can also fly through the air, making it a useful tool to gimp opponents and force high recoveries.
Side special Squall Hammer 2% (loop hits) Both Ice Climbers spin around together while moving along the ground with their hammers extended. This move can also be used as a recovery move by mashing the B button, which can cover more horizontal and vertical distance, but gains more distance when both Ice Climbers are present. Because both Climbers exit this move on the same frame, it is possible to desync the AI-controlled partner when grounded during the move's endlag.
Up special Belay 16% The leading Ice Climber throws the partner in the air with a rope. The partner then pulls the leader upwards, covering great vertical distance. If there is a nearby edge, the partner will target it, leading to a safe recovery for both Ice Climbers. If there is only one Climber present when performing this move, they will get a small hop, then fall into helplessness. Difficult to challenge from above because of invincibility on AI-controlled partner, but susceptible to gimps if the opponent can hit Popo during startup.
Down special Blizzard 1-2% Each Ice Climber blows icy wind from their hands, damaging nearby opponents. When the move is used on the ground, the partner will shoot in the direction opposite of the leader. This move is mostly used as a tool to control space in neutral and stuff approaches.
Final Smash Iceberg 2% (loop hits), 5% (frozen) The Ice Climbers summon a huge iceberg into the middle of the stage. The iceberg can damage and freeze any opponents who makes contact with it. This Final Smash lasts for about 11 seconds.

In competitive play[edit]

Most historically significant players[edit]

Any number following the Smasher name indicates placement on the PMRank 2019, which recognizes the official top 50 players in the world in Project M during 2019.

See also: Category:Ice Climbers players (PM)

  • USA Dank? - Ranked 1st on the Colorado Project M Power Rankings.
  • USA Phresh - The second best Ice Climbers main in the world. Won Lake George Snowdown over dvd.
  • USA Serb - Ranked #40 on PMRank 2022 and currently ranked 7th in Massachusetts, he is one of the best active Ice Climbers players.
  • USA techboy - The best Ice Climbers main in the world. Ranked #2 on PMRank 2022 and ranked 1st on the Michigan Project M Power Rankings.

Alternate costumes[edit]

Project M[edit]

The Ice Climbers received a costume based on the Polar Bear, an enemy from their origin game, Ice Climber.

Ice Climbers' alternate costumes in PM.
IceClimbersHeadSSBB.png IceClimbersHeadRedSSBB.png IceClimbersHeadBlueSSBB.png IceClimbersHeadBlackSSBB.png IceClimbersHeadGreenSSBB.png IceClimbersHeadWhiteSSBB.png IceClimbersHeadPolarBearPM.png

Project+[edit]

Project+ gives the Ice Climber team colors for their Polar Bear costume. Ice Climbers also receive a costume based on typical Russian snow clothing, which was named the Tundra Climbers costume.

Ice Climbers' alternate costumes in P+

Secret costumes:

ICs Z P+.png ICs R P+.png

Z-Secret Costume: Plaid Patterned Ice Climbers

R-Secret Costume: Realistic Equipment Ice Climbers

Trivia[edit]

  • The Tundra Climbers costume was originally called "Soviet Climbers". Its original design featured both characters wearing a red star on their hat, along with a metal hammer for Popo and a metal sickle for Nana to resemble the Soviet flag. Prior to its inclusion in Project+, it's name and design were reworked by the development team, eliminating any political connotations with the outfit and giving them wooden hammers to better fit in with the Ice Climber's moveset.

External links[edit]